Thanks to Clawww for the Original Post just going do the universal notations.
Slide (Special Cancelable) :d:+:m:
Sweep :d:+:h: (Unsafe)
Ground Punch :f:+:h: (Overheads and OTGs when Charged allowing you to combo after it.)
Air :s: Downward diving punch, does multiple hits.
Energy Javelin :s:+:atk: Nova tosses a beam of energy that tracks opponent. Causes ground bounce on airborne opponent.
Gravimetric Pulse :qcf:+:l: Straight Blast of Energy. Air OK.
Same move, but angled up. Air OK.
:h: Nova creates a an Energy Shield. Red health is used to produce a larger version of the shield that lasts longer. This is one of his assists. Air OK.
Centurion Arts
Slide :dp:+:l: Rushing slide attack (hits low), causes OTG. Pretty sure Nova can combo after it on his own. This is also one of his assists.
Dive Kick
Nova shoots up and does a dive kick (not an overhead) that you can combo out of on hit.
Launcher :h: Nova rushes forward and uppercuts the opponent, super jump cancelable.
Most of the above moves are fairly slow on start-up, but travel quickly and seem to have good priority.
Human Rocket Punch
:qcb:+:l: Rushing attack. I think this version is comboable, because it doesn’t do much else. Air OK.
causes wall bounce that is easily comboed off of. Air OK.
:h: causes crumple. This special seemed pretty solid–it’s probably unsafe as hell, but it moves really fast, does good damage, and the crumple is beast. I was doing it on reaction to assist calls and crumpling two characters at once. Air OK.
Like the DP input specials, all of these moves have a bit of start up but travel relatively fast.
Has an 8-way Air Dash and Flight mode.
Nova Rocket.
:qcb:+:atk::atk: (Can Control Direction of Flight)
,Gravimetric Blast
:qcf:+:atk::atk: (Uses red Health to Increase Damage)
Nova Force
:dp:+:atk::atk: